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Culture Documents
P Q
cos
2
2
Properites of Integrals
b
b
b
PQ
PQ
cos P cos Q 2 cos
cos
a ( f g )( x)dx a f ( x)dx a g ( x)dx
2
2
b
b
Logarithms Laws
If is
(
f
(
x
)
dx
)
f
(
x
)
dx
a
a
x log b N Only if b x N
constant
a
log b xy log b x log b y
f ( x)dx 0
Integration Summary
Is it a known integral? Can it be simplified to a known
integral ? Can you use the Integral Table ? Substitute.
a
b
a
b
a
f ( x ) dx
f ( x ) dx f ( x ) dx
x
log b x log b y
y
if p:
f ( x ) dx f ( x ) dx
b
f ( x) dx
1 b
2 f ( x) dx
2 a
f ( x ) dx 0
if f is an odd function
x n 1
c
n 1
a
f ( x ) dx 2 f ( x ) dx
0
if f is an even
d x
f (t ) dt f ( x) Or more generally
dx a
d g ( x)
f (t ) dt f ( g ( x )) g ( x )
dx a
Where f(g(x)) is f evaluated @ g(x), and g(x) is the derivative
of g(x) remember the 5th property of Integrals.
Integration by Substitution
Is there and obvious substitution:
ie: let u=f(x) (where f is in the integral)
let du/dx =f(x) (where f is in the integral)
Then substitute in, solve the integral then substitute back out.
Trigonometry
sin = opp / hyp
cos = adj / hyp
tan = opp / adj
tan = sin / cos
cot = cosec / sec
sec = cosec (/2 - )
cosec = 1 / sin
sec = 1 / cos
cot = 1 / tan
cot = cos / sin
sin = cos (/2 - )
tan = cot (/2 - )
/6
/4
/3
/2
1/rt(2) rt(3)/2
1
rt(3)/2 1/rt(2)
0
1/rt(3)
1
rt(3) Undef.
0
-1
0
Double-Angle
sin2 = 2sincos, cos2 = cos2-sin2 = 2cos2-1 = 1-2sin2
Half-Angle
sin 2
1 cos
1 cos
cos 2
2
2
2
2
1 cos
sin
tan
2
sin
1 cos
Products as Sums
2cosAcosB = cos(A+B)+cos(A-B), 2sinAsinB = cos(A-B)cos(A+B)
2sinAcosB=sin(A+B)+sin(A-B), 2cosAsinB = sin(A+B)-sin(A-B)
Sums as Products
PQ
PQ
cos
2
2
PQ
PQ
sin P sin Q 2 cos
sin
2
2
sin P sin Q 2 sin
log c x
log c b
1
log b b 1 , log b 1 0
log c b
1
log b b p p log b n x log b x
n
1
log b log b x
x
log b c
function
Sin
Cos
Tan
log b
n
x dx
Polar Co-ordinates
Cartesian co-ordinates: (x, y)
Polar co-ordinates: (r, ), where r is distance from the origin &
is the angle with the +ve x-axis.
Polar representations are not unique as:
(r, ) = (r, + 2 ) = (r, - 2 ) = (r, + 2 k ) (k = 0, 1,)
Also, (r, ) = (-r, + ) = (-r, - )
dy
1
dx dx
dy
Logarithmic Differentiation
Note that you cannot normally differentiate 2^x. So you do it
as such
d x
d ln 2 x
d x ln 2
2
e
e
dx
dx
dx
Then solve using the normal differential rules.
Differentials
If for a given function we know y = f(x) and want f(x + x) we
can approximate y which is really:
y = f(x + x) f(x) by using y f(x) * x
But this is only valid if x is small, in which case:
f(x + x) = f(x) + y f(x) + f(x) * x
eg:
Want (2.98)^4
which is eqn: f(x) = x^4
We know 3^4, so write: .98 = 3 + -0.02
which is (x + x) so
f(2.98) f(3) + f(3) * (-0.02) which is f(x) + f(x) * x
= 3^4 + 4*3^3 * -0.02 = 78.84
so (2.98)^4 78.84
The relative error in x is (x / x) and the percentage error
in x is (x / x) * 100%
Implicit Differentiation
In general, if y = f(x) and we need d/dx g(y), then
d
dg
dg dy
g ( y)
dx
dx
dy dx
If y = f(x), what is d/dx (y^3)
d 3
d 3 dy
y
x
dx
dx
dx
If y = f(x), what is d/dx e^(3y)^2
d
d 3y2
d 3 y 2 dy 3 y 2 d
dy
f ( x) n n f ( x) n 1 . f ' ( x)
e
e
e
(3 y 2 )
dx
dx
dx
dx
dx
Hyperbolic Functions
sinh
x = (e^x e^-x) / 2
dy
3y 2
cosh x = (e^x + e^-x) / 2
6 ye
tanh x = sinh x / cosh x =(e^x - e^-x)/(e^x+e^-x)
dx
cosech x = 1 / sinh x
Parametric Equations
Curves, which are not graphs of functions can be often written
as:x = x(t) y = y(t), for a parameter t, which we can think of
as time.
To find the curve in Cartesian form (only x & y), you must
eliminate t from the equations. Do this by solving for t in one
of the equations and substituting into the other.
Derivatives of Parametric Curves
dy
x x (t ) dy dt
Given {
,
y y (t ) dx dx
dt
d dy
2
d y dt dx
dx 2
dx
dt
and
sech x = 1 / cosh x
coth x = 1/ tanh x
One to One (1-1) Functions
A function is 1-1 if for each y value there is at most one x
value. Check: draw a horizontal line should only cross it
once.
If you restrict the function to in between two x values, we can
make it 1-1.
Inverse Functions: If y=f(x) made of ordered pairs (x,y) the
inverse function f^-1 will be made of ordered pairs (y,x). The
graph of the inverse function can be generated by reflecting
the f(x) about the line x=y. NB: Only 1-1 functions have
inverses, for those that arent 1-1, the domain has to be
restricted.
y=f(x), x = f^-1(x)
f^-1(x) is the inverse of f(x) if:
f(f^-1(x)) = x; x Dom f^-1 AND
f^-1(f(x)) = x; x Dom f
To find the inverse:
Make sure the function is 1-1
Let y=f(x)
Make x the subject so x = f^-1(y)
Swap x & y
The inverse may not be possible to find.
d
[ f ( x).g ( x )] f ( x).g ' ( x) f ' ( x ).g ( x )
dx
Quotient Rule
g ( x ). f ' ( x) g ' ( x ). f ( x)
d f ( x)
dx g ( x)
g ( x) 2
Chain Rule
(a
k 1
n
k 1
k 1
k 1
bk ) a k bk
ca
c a k
k 1
j 1
i 1
j 1
(2i j ) (2i j )
i 1
Do the bit in the square braces, then do the outer sum on the
result.
Transpose
AT the transpose matrix of Z is created by swapping the row
and columns.
Matrix Multiplication
If Amn & Bnp are to be multiplied: Check n=n, if = then the
resultant matrix R will be Rmp. If n n, then the matrices
cannot be multiplied.
C = Amn x Bnp, then cmp = sum of products of mth row in A
& pth col in B.
Eg:
A 3
5
7
4 xB
9
6
10
(1 7) ( 2 9)
R (3 7) (4 9)
(5 7) (6 9)
(1 8) (2 10)
(3 8) (4 10)
(5 8) (6 10)
R1 R2
R1 R1 + k * R2
Elementary Matrixes
Unique Solution
Inverse Matrix (A-1)
Inverse matrixes only exist
for square matricies.
Not all square matrixes are invertable.
A matrix that is invertable is called non-singular, if it is not invertable it
is called singular.
A * A-1 = A-1 * A = I
A*x = b x = A-1 * b
Convert (A | I ) to RREF: (A | I) (AR | IR)
If AR = I, then IR=A-1
If AR I, then A-1 does not exist.
You can also solve for x and A-1 by creating the following
argumented matrix and reducing: (A | I | b) to RREF.
Properties of A-1
A-1 exists if rank A = # rows in A
A-1 is invertable: (A-1) -1 = A
0
0
2
1
3
4
5
4
det(A) = det(AT)
|A-1| = 1 / |A|, if A-1 exists (if |A| =0, then A-1 does not
exist)
Eigenvalues of A =
4
16
0
6
15
= A I
M=
3
4
16
0
6
15
0
1
2 0
0
5
0
6
15
0
2
0 Expand along Row
5
(3 )
6
15
2
0
5
3 42 3 0 , which then
(3 )( 1) 0 Eigenvalues
Exanding we get:
simplifies into:
are: 0, 3, 1.
Vector Summary
CB = B C; If (a, b, c) = k(x, y, z) then ||.
a (length of a) = sqrt (a1 ^2 + a2 ^ 2 + a3 ^ 2). Unit vector
() = a / a
a . b = (a1b1 + a2 b2 + a3 b3), a x b =
a1
b1
a2
b2
a3
b3
a x b = -b x a; a x a = 0, If a || b then a x b = 0
If a b then a . b = 0;
cos
a.b
ab
If v = a x b then
va&vb
Projection of a onto b
= ( a . b ) b = projb a. The length is the component of a on b =
a.b
x x 0 a1 x x0 y y0 z z0
a2
a3
L y y 0 a 2 t a1
z z a
0 3
x
x
L1 y S a t & L2 y T b t '
z
z
( a b)
ST .
ab
Plane in Space
x x 0 a1
b1
P y y 0 a 2 t b 2 t '
z z a
b
0 3
3
To generate a plane you need a point and two direction
vectors. A normal vector ( n ) to the a plane is to the plane.
For a Plane P(x0, y0, z0) and normal n(a, b, c) the Linear
equation (form) for a Plane: (x-x0, y-y0, z-z0).(a,b,c) = 0
This expands to ax+ by + cz+ d = 0, where the coefficients of
x,y & z are the normal( n ) to the plane.
To find the normal: If we know 2 vectors a & b that are on the
plane or || to it, then n = a x b.
Intersection of Planes & Lines
P1: 2y + 3z + 4 = 0
P2: 2x y z 5 = 0
Find the plane of intersection of P1 & P2 that goes through
point (1,1,2).
Sub the two planes into P: P1 + P2= 0*, Then sub the point
into this equation (replace the x, y & z with the coordinates of
the point). Solve for . With this now go back and substitute it
back into the equation *. This gives the plane.
(Using the same planes P1 & P2) Find the plane that is the
intersection of P1 & P2 and has normal n = (2, 1, 2):
Sub the two planes into P: P1 + P2= 0* , and generate the
coefficients to x, y & z (should have values in it). These
coefficients are the normal to the plane generated the
coefficients should = the normal given. Solve for (should be
same for all 3 variables), then substitute back into * which
gives the plane.
Direction Angles
The direction angles are: . A unit vector is (cos , cos ,
cos ). To determine the vector angles first determine the unit
vector, then solve.
Scalar Triple Product result is a Scalar
The scalar triple product of a, b & c: [ a, b, c ] = a . ( b x c)
If [a, b, c] = 0, they are all co-planar (all on same plane)
Vector Triple Product result is a Vector
The vector triple product or a, b & c: a x ( b x c), the result is a
vector in the plane of b & c.
0
3
0 4
16
1
0
1
3
4
16
Parametric Equation
of Line
0
6
15
0
2